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Assets/TcgEngine/Scripts/Effects/EffectCreate.cs
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47
Assets/TcgEngine/Scripts/Effects/EffectCreate.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TcgEngine.Gameplay;
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namespace TcgEngine
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{
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/// <summary>
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/// Effects that creates a new card from a CardData
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/// Use for discover effects
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/// Unlike EffectSummon, this effect targets the card data you want to create, and goes into the pile selected here
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/// </summary>
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[CreateAssetMenu(fileName = "effect", menuName = "TcgEngine/Effect/Create", order = 10)]
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public class EffectCreate : EffectData
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{
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public PileType create_pile; //Better to not select Board here, for placing a card on board or in secret area, would suggest instead EffectSummon, or EffectPlay as chain after Create
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public bool create_opponent; //Add to opponent?
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public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, CardData target)
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{
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Player player = logic.GameData.GetPlayer(caster.player_id);
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if (create_opponent)
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player = logic.GameData.GetOpponentPlayer(caster.player_id);
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Card card = Card.Create(target, caster.VariantData, player);
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logic.GameData.last_summoned = card.uid;
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if (create_pile == PileType.Deck)
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player.cards_deck.Add(card);
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if (create_pile == PileType.Discard)
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player.cards_discard.Add(card);
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if (create_pile == PileType.Hand)
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player.cards_hand.Add(card);
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if (create_pile == PileType.Temp)
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player.cards_temp.Add(card);
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}
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public override void DoEffect(GameLogic logic, AbilityData ability, Card caster, Card target)
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{
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DoEffect(logic, ability, caster, target.CardData); //Create a copy
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}
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}
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}
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